Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
Thanks Vyusur, I used the blended weights method on the clothing which overall worked but with some pokethrough which I fixed using the magnet tool in the model room for the clothes I used.
Thanks.
Wow, Misty... Thanks Again!!! Awesome!!!
You still managed to get the (eyes) looking really nice!
At the risk of sounding like a broken record, I've really taken a liking to using my "Invisible" shader (set everything to invisible) on all eye parts except the lacrimals, then replacing the eyes using Arki's EYEdeas 3+ eyes. There is an enormous amount of really good eye maps made for M4 and V4, and EYEdeas 3+ includes remapped UV versions for both of those, plus the ones that use Arki's maps, which are also really cool.
This is one of Rosie's eyes. The shot on the right shows how the refraction of the cornea fills the cornea with colors from the iris (instead of seeing straight through the cornea), which might look a little strange here, but looks great when placed in the living figure.
(two quick renders of just one eye model)
I really like having the flexibility of using these eyes. For Genesis figures, I've been using the separate Right and Left individual eyes. After setting up the character's final shape, I bring in the eyes and copy over the actual scale from the Motion tab, then parent them each to their respective eye. But I can further tweak their size if I like, which is really valuable to have.
As an added bonus, we can now link lights specifically to these eyes - we cannot do that on the actual figure's eyes because we cannot separate parts of a rigged figure for light linking in Carrara.
Of course, that refraction can be done with any eye that has a separate cornea. I prefer Arki's because of the ability to shape the cornea, iris, pupil, lens, etc., via morphs, along with having an actual interior mapping of the eye for the lens (absent from most figure's eyes) to work with to create a actual pupil appearance against lighting conditions in the scene.
Bunyip, thank you very much for the Magnet tool recommendation. It helps a lot! But I still can't get any hair to work on G8 Beta.
Misty, as I see, the Stephanie's toes work fine, knees look good too. The most issue is elbow joints: they are too round. If there is any way to fix this issue?
Dart, for some reason I can not see the pictures in your posts. The only thing that I see is this sign
Sorry about that! Been away so long I've forgotten that we can actually upload the images here now! LOL
Should be fixed now ;)
i would 1st suspect jcms not kicking in, should be in the pose controls.
Hello Vyusur, a couple of different approaches for fitting G8F & G3F hair to G8FBeta, notes included on the screenshots. Have not used any of the Carrara hairs yet on G8FBeta, might need advice from Wendy for that.
Bunyip, thank you for the instructions! I always convert to BW but save as a Prop/Figure. I will try your method.
cool hints here, thanks
Agreed ;)
i ended up buying the steph8
here's her forearm bend jcms HDLv1, the plot thickens dsf, dhdm
can see in the dsf file moving some verts, but then it calls the dhdm file.